In this paper, I present an aesthetic characterization of a specific type of actions
within games—actions centered on the use of ‘skill’ (skill game acts).
Researchers in Game Studies—a field specializing in the study of games and video
games—include Marie Flanagan (Flanagan 2013), who argues that games are valuable
insofar as they can serve as a form of conceptual art offering social critique, and Ian
Bogost (Bogost 2010), who states that games can be an effective means of making a
claim; by proving that games and video games possess artistic value rather than being
mere entertainment, they have championed the field.
On the other hand, C. T. Nguyen demonstrates that games can be characterized by the
fact that aesthetic qualities reside in the actions perceived by the actor themselves, and
in agency itself, and defends this by presenting the ‘three harmonies of gameplay’—the
harmony of solution, the harmony of action, the harmony of capacity.
Bearing the above in mind, this paper focuses on a specific type of game within
the broader category of games, those in which the demonstration of player ‘skill’ is
particularly important—and undertakes an aesthetic characterization of the actions
within such games. In presenting this characterization, we refer to Jesper Juul’s (2005)
six characteristics of games, placing particular emphasis on the second characteristic—
that games possess ‘variable, quantifiable outcomes’—and the third characteristic—the
‘valorization of outcomes. This is because these characteristics mean that game actions
possess the property of having clearly directed effects, and I think that this brings about
a unique quality of experience.
In Section 1 below, I derive the concept of ‘skill game act’ from Jesper Juul’s
explanation of ‘games of skill’ and elaborate on the experiential qualities it possesses
through a phenomenological explanation based on actual gameplay. In Section 2,
drawing on Nguyen’s aesthetic characterization of games and his explanation of
‘process art’, I demonstrate that game action, as perceived from the agent’s perspective’,
can serve as a vehicle for aesthetic qualities. In Section 3, I provide an overview of
Jesper Juul’s characterization of games and identify two key elements from it. In Section
4, building upon Juul’s characterization of skilled game play, we present an explanation
from two perspectives: ‘the salience of act’, comprising ‘automatic attribution of value’
and ‘clarity of causality’, and ‘the abstraction of act’.
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